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Post by jeff on Dec 15, 2010 23:21:54 GMT -5
The class kinda reminds me of Lensman.
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Post by Falconer on Dec 27, 2011 19:08:19 GMT -5
Finarvyn, did you see any S&S monster writups in the issue?
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Post by finarvyn on Jan 11, 2012 21:28:09 GMT -5
Finarvyn, did you see any S&S monster writups in the issue? I looked in the table of contents and my initial answer was "no" but just in case I decided to do a page-by-page flip through just in case. I'll be darned. There on pages 32 and 33 are monster write-ups exactly like you mentioned. There are two of them. Well ... sort of three. 1. The Sluj' (and the Slujinni, which are a variant) 2. The Sart'o
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Post by finarvyn on Jan 11, 2012 22:07:06 GMT -5
The SLUJ' by Paul Jaquays (Dungeoneer #9)
Sluj' are found on a homeworld that is wracked by high radiation resulting form atomic wars. The Sluj' are the mutated, degenerated form of an ancient race of starfaring beings once known as the Slujinii. Ancient Tauran Archeological historians record the disappearance of the Slujinii some 10 centuries previous. Little is known of why this starfaring race suddenly disappeared from the annals of time. The Sluj' might be described as evil, malevolent chimpanzee types. They are approximately 1.2 meters tall, slenderlimbed, hunchbacked and large headed. A ruff of fur surrounds where its neck should be, otherwise it is hairless.
The Slujinii homeworld is known to harbor a great historical record vault and an artifact of some kind. The Sluj' themselves can often be found on other worlds besides their homeworld. These will usually be found in the area of a crashed Slujinii starship or upon a one-time Slujinii colony.
The Sluj’ have a radiation ray that is their main weapon. It emanates from the creature’s forehead. It can only be aimed directly forward. When hit by this ray, treat radiation suited personnel as being half-screened and unsuited as no screens with a +4 modifier to the die roll. Close Attack Strength is 10 + 1D6 Hit Dice for damage is 2D6.
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Post by finarvyn on Jan 11, 2012 22:07:42 GMT -5
The SLUJINII by Paul Jaquays (Dungeoneer #9)
Slujinii is the race of people that the Sluj’ mutated into. They are handsome humanoids possessing a ruff of fur around their necks and broad, flat faces. They only have 4 digits on their hands and feet. They are usually found in suspended animation in thick, lead shielded containers. 50% of them will be able to speak an archaic form of Tauran. They will know how to work and the use for any Slujiniian artifacts that are discovered. If exposed to radiation, the Slujinii will mutate into a Sluj’ and forget it was ever a humanoid. Radiation change will be as follows: * Sickness -- change will take one week with the character getting progressively more animal-like. There may be a cure. * Death -- character will change slowly internally for one day, then mutate immediately into Sluj’ form.
Abilities variations: Strength -1, Psionic Potential -4, Technical Skill +3, Metabolism is iron based, CAS (Close Attack Strength) 3D6 -1, Hits: 3D6.
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Post by finarvyn on Jan 11, 2012 22:18:37 GMT -5
The SART’O by Paul Jaquays (Dungeoneer #9)
Sart’o are found in mountainous regions on arid-desert planets. They are a reptilian animal with a leathery hide. They have a copper-based metabolism. They live off of energy. They will absorb the energy from sources within a 50 mile radius. In 5 rounds they will have drained the energy from most normal equipment. They will render ineffective the following equipment at the rates specified: Communicator = immediately Autoanalyzer = 1 round Hand laser = 2 rounds Electrostun Gun = 2 rounds Electronic Interference Devices = 2 rounds ABC = 2 rounds Cyborg = 2 rounds MediKit = 3 rounds Energy Screen = 3 rounds Force Field Generator = 3 rounds Sonar Generator = 3 rounds Jet Pack = 3 rounds Nerve Disruptor = 3 rounds Robot Dog = 3 rounds Work Robot = 3 rounds Field Armor = 3 rounds Android = 3 rounds Laser Rifle = 4 rounds Combat Robot = 4 rounds Matter-AntiMatter Generator = 5 rounds Computers = 1 round per level of computer. At each level, computer drops down to the ability of the next level below it.
Drained items will not function again until they are recharged.
If within 50 miles of a drive pod, they will absorb all the power in the pod and explode for 5 dice of damage to those within a 10 mile radius. The drive pod will also be drained until recharged, removing that much power from the ship.
Close Attack Strength: 30D6, Hits: 12 + 2D6, Size: 1 m tall, 2 m long.
If the creature takes a hit from an energy weapon, instead of taking damage it will absorb half the amount of hits given and add them to its hit points.
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Post by Falconer on Jan 12, 2012 1:08:38 GMT -5
Damn, that is some EXCELLENT game design right there.
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Post by finarvyn on Jan 12, 2012 19:46:33 GMT -5
Perhaps. I thought the monsters seemed a bit overpowered.
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Post by aramis on Jan 12, 2012 23:09:37 GMT -5
Perhaps. I thought the monsters seemed a bit overpowered. I think most of Paul's S&S stuff is just way too far over the top for use.
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Post by Falconer on Jan 13, 2012 12:17:56 GMT -5
Hrm, maybe, but I love all the hooks. A great historical record vault and an artifact of some kind. A crashed starship inhabited by evil chimps. Ancient humanoids found in suspended animation — they can show you how to work the artifacts, before mutating into evil chimps. Giant lizards that gradually suck the energy out of your equipment (forcing you to drop-kick and karate-chop them).
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